Dustbowl (CTF)

Dustbowl (CTF) s1_b1

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Enabled previously disabled clipping
-Fixed some issues with nodraw messing up with world geometry and giving the illusions of a classic Source Engine leak
-Replaced Dustbowl's objective text with 2fort's to prevent the illusion that this is a CTF map from breaking
-Fixed some signs not having their proper text & team color

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
I ran around in your map for a bit, so here's some scattered feedback.

This logo is really stretched. (BLU Spawn)
ctf_dustbowl_rc1a0007.jpg

This model from the cliff below is poking through the floor above. It's only barely visible from the playable area, but it should still be fixed. (RED Spawn, possibly BLU spawn too)
ctf_dustbowl_rc1a0004.jpg

More of a suggestion than feedback, but you should definitely re-add the scrapped path through this room. It would probably work better in CTF anyway, seeing as Turbine also has a drop-down in the flag room. (Both sides, near the flag house)
ctf_dustbowl_rc1a0005.jpg

You should probably remove some of the health packs in this area, or at least put them all down a size. Having this many large health packs so close together is going to make fights here last forever, or at least be really frustrating. (Mid)
ctf_dustbowl_rc1a0001.jpg

This hidden frog is floating. (Outside of RED spawn)
ctf_dustbowl_rc1a0006.jpg

The alpha on these displacements are not lined up at all. Can you make it look more natural? (Mid)
ctf_dustbowl_rc1a0000.jpg

Finally, and I don't have a screenshot for this one, the respawn visualizers aren't scaled and centered properly at BLU spawn. The same might be true at RED spawn, but I didn't check.
 

uwil

L6: Sharp Member
Nov 12, 2012
260
28
uwil updated Dustbowl (CTF) with a new update entry:

stage 1 beta1

i've decided to make minor layout adjustments to facilitate better gameplay w/ the ctf gamemode
i felt it was best to make ones that lined with the spirit of the original map instead of creating extra routes that weren't there. but i have further ideas on how to fix that, this was what i was able to do, the new layout changes aren't really polished at all and the visuals are temp so keep that in mind

-widened the dustbowl
-added elements to block sightlines at mid
-changed pickup...

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
629
355
Hey, you should try getting in touch with Aarmastah to get your map tested properly; He's done a lot of gamemode edits as well as tested maps for people like OctoBlitz and zythe_ and I think he'd be a good avenue to get some more "Average Player" feedback for you. He's in the TF2Maps discord if you need/wanna talk to him tho you could also DM him on TF2Maps itself